Ok so I've only just decided on trying my luck at KOTOR 2 modding. I'm using 3ds Max 8, and the latest tools (NWMax, MDLOps, Kotor Tool). I have gotten as far as modifying an existing KOTOR 2 head and getting it ingame:

** It appears I needed to use headfixer which fixed my position problem. **

Is there a solution to not needing the hard edges matching the uvw islands for the textures to not render skewed?

Sam Spain

02-11-2013 10:01 AM

I wish I could help but I don't completely understand your question. Is the texture perfectly fine? Is this just a hard edge problem?

Darth_Tempust

02-11-2013 05:45 PM

The texture is the same one that comes with kotor 2.

I have found that I need to create those hard edges to match the uvw islands, otherwise the texture gets skewed ingame along the uvw seams. I'm wondering if anyone else gets this problem, and found a solution where I don't need to make those hard edges?

EDIT:

Here is a screenshot to show what I mean if I don't make the hard edges to match the uvw map islands:

So you've put a KoTOR II texture on a KoTOR I face .mdl file? I haven't checked it out myself but one problem could be the mesh is different. The loss in geometry might be the problem if the KoTOR face .mdl is not as high poly.

Darth_Tempust

02-12-2013 05:43 PM

No it's just a re-import of a KOTOR 2 head with its KOTOR 2 texture. This issue happens with any model that doesn't have hard edges matching uvw islands.